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In addition to modeling the chair. I also have a local building in the modeling queue in my in-progress column.
I wanted to render the scene from alternative vantage points. Here is a preview. I think it is looking really good so far.
I did some test renders yesterday of a new cow model I saw in the store. It was too good to pass up.
How can you resist almost wanting to reach out and pet the cow's forhead? Uncanny! Really nicely done product!
Gas stations and coffee shops, ice-cream stands are like litle dioramas. They contain little pieces of our living experience.
It is easy to set up a little scene in them and tell a story.
Here are some of my drawings in a coffee shop. I imagine in 3d setting up an environment like this ice-cream stand and
posing people around it and rendering it from interesting vantage points. I like places like this where people congregate
to experience a shared spectacle or routine. It is like religion, but then again not.
I set up a blog containing information about models that I have comissioned. There wil be more updates.
Also, I will try to post info about the final renders, but for me it is kind of interesting making myself look
at the process of making models.
Also, as I mentioned before, I am lookinng to work with other people...
As mentioned to someone who was modeling something recently, I learn from everyone I interact with.
Everyone has their own tools and processes. I am not selling anything on that blog, so I don't think
I should get in any trouble posting the link:
https://3dmodelreviews.blogspot.com/
It has occured to me to perhaps make a separate blog page to review some of the models that I have been
able to purchase on daz3d.com.
Here is progress on the Armchair.
Update: There is another solid-body version of this Mid-Century Armchair.
Today's Hexagon Modeling from this chair reference:
Version 1:
Version 2:
Some material variations on the armchair.
Used:
I notice there are a few seams along the buttons to fix in the geometry. Still, a nice array of textures.
The last one is colsest to the actual chair. Had to go into photoshop and adjust the hue a little bit.
Also, it looks like the rear lags are a different direction on the wood map from the front legs. That is across
the grain. That should be corrected.
PS. - Don't you love the scrunchiness of the brown furry texture second to last?
PPS:
I bought these today to use also with wood and metal above. They look really good and
should provide some good textures for future objects.
^__^
Daily Random:
Pulling out a random old scene file that I think I never posted before. You know what? I still haven't figured
out how to make good footprints in the sand This was supposed to resemble at the time my girlfriend.
Another scene that is open to take further but may just lie much like other things just where it is.
Trying to update a few times a day in order to keep the pressure on to improve.
Back into the dark hallway
A couple of quick renders.
Playing with a freebie and adding some custom material presets in my library using DG Iray Surface Builder.
https://sharecg.com/v/84061/browse/5/3D-Model/Eames-Lounge-Set
Rendering a Bus Stop
Some people don't seem to like photographic renders. For me, I don't think it is necessarily a bad goal.
On a side note, the product Le VIllage has many useful props for seting up street scenes. I guess that
is called Kit Bashing?
I'm so far behind! So much good stuff in this thread from where I left off I don't even know where to begin!
@IceDragonArt Yes, it is a little bit all over the place... Thank you.
Here is a sign to go with my bus stop scene.
Possibly need to scale the bus up ever so slightly.
Young Woman Standing on Benchback
Rough Draft: (There are some smoothing issues to work out.)
the Splines in the second ring to center need to be removed.
Lovely composition and use of DOF!
@Hylas Thank you. The DOF lends something hallucinatory or dreamy about the atmosphere and that is something I definitely go for. That reminds me, I also wanted to explore some lens distortion effects at some time. I think there was some sort of filter thingy in the store for that. I like a combination of DOF and lens distortion that simulates a real camera glass.
Here I am inspecting my model before texturing.
I even did a rough render test where I added some emissiveness to the tube lights for a test render.
The beginnings of texturing a project.
Some things I have been working on in the last day. Build a scaffoldinig out of pvc pipes and set it up to
drape some backdrop cloths off. I want to make a good set of pre-draped cloths to go across it so that then
the cloth textures can be mixed up to create various effects.
After applying DForce, there is a bit of manual adjustment required to make things not poke through and
make the multiple surfaces not cross eachother. I wish it were easier.
Here are some roughly rendered shots of the studio enfvironment much of thes props are going in. I made
some geometry adjustments to the room. You can see in the shot below that I tried to use a scaffolding
from a photo studio set available in the store here, but it really didn't fit without distortion. For that reason,
it was necessary to create the other prop in the post above.
One issue that I am having is that I am having trouble gettinng the quality of the sheer fabric to the right amount of transparency.
Again, here is a really rough render, But it shows that at 99% opacity, it still has too much transparency. I want to cut the
transparency down, but don't know what I need to do to get the effect that I want?
Also, as a side-task for this I had a few portable heaters made for the environment. Here is one. It is available for sale but off-site, so I won't link to it.
Just some studio props to fill out the scene. Kinda fun to watch it being modeled.
Spent a lot of time rendering this... several hours and then it completed in still a grainy state and wouldn't
go further suppose I need to up the max samples and convergence rate.
I doubled the default max samples and set the render quality to 1.5. still after a few hours of rendering,
I got this grainy render. I think it is not a light issue. Convergence is set to 98%. There should be plenty
of light in the scene. I am not sure what to do at this point but keep playing with the settings and reading.
Yes, I need to fix the floating chair in the background x-D
Second Heater prop modeled for the studio scene. Something I need to understand better is the difference
betweeen Glossy Reflectivity and Dual-Lobe Specularity.
Slightly better render results:
Further progress on the external Icecream Stand restaurant.
Next step is to assemble some characters and set up the scene.
Some prop clips modeled for the studio scene to hold up the backdrop cloth.
This one below is low-poly without sub-division.
One piece at a time... Added a plant to the window. Gives things more life. Also, the legs of the wicker table thing needed a little lengthening.
^__^